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Message no. 1
From: Greig Chisholm <885060ch@****.GLA.AC.UK>
Subject: Resubmission: Lucky Charms
Date: Thu, 12 Jan 1995 17:22:38 GMT
SHADOWLORE II
Lucky Charms
C-01

--------

Lucky Charms

"Get your Lucky Charms! Get em' here! Save your ass from that bullet with your
name on it!" A familiar cry to those who wander the street markets of the
sprawl. These lucky charms, although seemingly innocuous and worthless, are a
powerful, if simple magic item.

A typical charm will have 1-3 charges in it. Each charge allows the user to buy
a single success in any test, or to subtract a single success from an opponent
in any test. Without the services of a mage it is impossible for the user to
know how many charges are left in the item, and so it is probably best not to
rely on this artificial form of luck too often. Once all the charges have been
expended the item reverts back to ts non-magical state. A famous shadowrunner
once said, "The only luck I need is a full clip of high explosive ammunition in
my Ruger Super Warhawk." This is wise advice indeed, although it is not advised
to follow too closely in the footsteps of Mr. Penny since he met an untimely
end at the wrong end of a monofilament whip back in 2052.

When using a charm, if its use is declared before any dice are rolled (if
appropriate), then no "natural successes" are required for the charm to have
its effect. However, if the use of the charm is declared after the dice have
have been rolled then at least one "natural" success must have been gained for
the charm to the desired effect.

Lucky charms take many forms, from the typical and esoteric to the bizarre, e.g.
a rabbit's foot, a griffin's tooth, a bic pen, the hood ornament from a
Westwind 2000, a leather jacket, etc. Feel free to use your imagination.

It is rumoured that occasionally one of these charms is cursed and works in
reverse i.e. when the player thinks the charm is adding to his successes, it is
actually subtracting. The opposite is true if the player is trying to affect an
opponent. This effect is detectable by a mage, but.......who bothers to get a
mage to check out such a common magic item?

Statistics:

Availability Cost Street Index

Lucky Charms 2/4hrs 500Y 1

Unfortunately I don't possess a copy of the Grimoire, so I don't have the
slightest idea how you would make one of these. If my players ever want
something enchanted as a charm, I usually charge an exorbitant sum, and if that
doesn't discourage them, then I give them a quick flashing lights, candles and
incense show. That usually impresses them.

>>>>>[I never go anywhere without my lucky boots on]<<<<<
-Alice<14:43:45/12-11-53>
Message no. 2
From: "Robert A. Hayden" <hayden@*******.MANKATO.MSUS.EDU>
Subject: Re: Resubmission: Lucky Charms
Date: Sat, 21 Jan 1995 01:41:09 -0600
On Thu, 12 Jan 1995, Greig Chisholm wrote:

> When using a charm, if its use is declared before any dice are rolled (if
> appropriate), then no "natural successes" are required for the charm to
have
> its effect.

ABSOLUTELY NO!!!!!!
There was talk on RN not long ago about somebody making some kind of
magical thing with a target number of 65 and then using karma to buy the
successes. With a lucky charm, you just use a charge before rolling and
you have at least one sucess. BAD BAD BAD BAD BAD.

You MUST need to get a natural sucess in order to use a charm.

> Availability Cost Street Index
>
> Lucky Charms 2/4hrs 500Y 1

Too easy to get, too cheap. This is FREE successes we're talking about
here. The concept is good, the price is munchkin.


____ Robert A. Hayden <=> hayden@*******.mankato.msus.edu
\ /__ -=-=-=-=- <=> -=-=-=-=-
\/ / Finger for Geek Code Info <=> I am Pentium of Borg
\/ Finger for PGP Public Key <=> you will be approximated
Message no. 3
From: Greig Chisholm <885060ch@****.GLA.AC.UK>
Subject: Resubmission: Lucky Charms
Date: Tue, 7 Feb 1995 18:14:18 GMT
SHADOWLORE II
Lucky Charms
C-01

--------

Lucky Charms

"Get your Lucky Charms! Get em' here! Save your ass from that bullet with your
name on it!" A familiar cry to those who wander the street markets of the
sprawl. These lucky charms, although seemingly innocuous and worthless, are a
powerful, if simple magic item.

A typical charm will have 1-3 charges in it. Each charge allows the user to buy
a single success in any test, or to subtract a single success from an opponent
in any test. Without the services of a mage it is impossible for the user to
know how many charges are left in the item, and so it is probably best not to
rely on this artificial form of luck too often. Once all the charges have been
expended the item reverts back to ts non-magical state. A famous shadowrunner
once said, "The only luck I need is a full clip of high explosive ammunition in
my Ruger Super Warhawk." This is wise advice indeed, although it is not advised
to follow too closely in the footsteps of Mr. Penny since he met an untimely
end at the wrong end of a monofilament whip back in 2052.

The use of a Lucky Charm must be declared when actions for a turn are being
declared. If no natural successes are gained then the Lucky Charm has no
effect.

Lucky charms take many forms, from the typical and esoteric to the bizarre, e.g.
a rabbit's foot, a griffin's tooth, a bic pen, the hood ornament from a
Westwind 2000, a leather jacket, etc. Feel free to use your imagination.

It is rumoured that occasionally one of these charms is cursed and works in
reverse i.e. when the player thinks the charm is adding to his successes, it is
actually subtracting. The opposite is true if the player is trying to affect an
opponent. This effect is detectable by a mage, but.......who bothers to get a
mage to check out such a common magic item?

Statistics:

Availability Cost Street Index

Lucky Charms 2/4hrs 1000Y 1

Unfortunately I don't possess a copy of the Grimoire, so I don't have the
slightest idea how you would make one of these. If my players ever want
something enchanted as a charm, I usually charge an exorbitant sum, and if that
doesn't discourage them, then I give them a quick flashing lights, candles and
incense show. That usually impresses them.

>>>>>[I never go anywhere without my lucky boots on]<<<<<
-Alice<14:43:45/12-11-53>
Message no. 4
From: Sean Holland <sholland@*******.EDU>
Subject: Re: Resubmission: Lucky Charms
Date: Tue, 7 Feb 1995 12:48:32 -0800
Just a few questions and comments here,
1) If you are subtracting successes from someone, do you need to
gain successes in a resisted test against them or is it automatic? (i.e.
Can you use it only if you are defending against them?)
2) Are there any limits to the number of Lucky Charms a character
can have at any one time (you imply one, but...)?
3) I think that 1,000 NuYen for a bonus success may be a bit
cheap (I think focus fetishes are 3,000 per bonus dice and they don't
give you assured successes) so perhaps the cost should be higher?

Thanx,
-Sean
Message no. 5
From: "Robert A. Hayden" <hayden@*******.MANKATO.MSUS.EDU>
Subject: Re: Resubmission: Lucky Charms
Date: Tue, 7 Feb 1995 16:31:06 -0600
On Tue, 7 Feb 1995, Greig Chisholm wrote:

> The use of a Lucky Charm must be declared when actions for a turn are being
> declared. If no natural successes are gained then the Lucky Charm has no
> effect.

This is overly restrictive now. I'd allow you to use it AFTER you roll
to add or remove successes, but you have to get at least one natural
success to even do it.

> Availability Cost Street Index
> Lucky Charms 2/4hrs 1000Y 1
^^^^^!!!!!!!

I'd say more along the lines of =Y=7,500, and make them a lot more
difficult to find.

____ Robert A. Hayden <=> hayden@*******.mankato.msus.edu
\ /__ -=-=-=-=- <=> -=-=-=-=-
\/ / Finger for Geek Code Info <=> I am Pentium of Borg
\/ Finger for PGP Public Key <=> you will be approximated
Message no. 6
From: Greig Chisholm <885060ch@****.GLA.AC.UK>
Subject: Resubmission: Lucky Charms
Date: Fri, 10 Feb 1995 18:37:05 GMT
Just a few questions and comments here,
1) If you are subtracting successes from someone, do you need to
gain successes in a resisted test against them or is it automatic? (i.e.
Can you use it only if you are defending against them?)

Good call. The subtraction is automatic.

2) Are there any limits to the number of Lucky Charms a character
can have at any one time (you imply one, but...)?

There is no limit to the number of charms that someone can have, but there's no reason why
the GM can't limit their availablity

3) I think that 1,000 NuYen for a bonus success may be a bit
cheap (I think focus fetishes are 3,000 per bonus dice and they don't
give you assured successes) so perhaps the cost should be higher?

Mmmmmmm. This has been a bone of contention for a while. In my campiagn a lucky charm is
common street magic and costs less than I've quoted here. Sooooo, what am I saying? I
think 1000Y is okay, but everyone should modify the costs of magic items to reflect the
impact they want magic to have on their campaign, so ultimately I think this is for an
individual GM to decide.

Further Reading

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